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Steam News19 October 20232y ago

Cellar Door-doid

Evening all, here we all are again. Let’s take a stroll through the development Event zone.

In this update1

Full notes

Full Project Zomboid update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions7 changes0 removals
  • Events
  • Gameplay
  • Server
changedEvening all, here we all are again. Let’s take a stroll through the development Event zone.
addedCrafting Overhaul RecapNow the vast infrastructure overhaul of the crafting systems has been merged and opened up to the rest of the gang, we’ve had a crack team of coders working solidly on implementing the various new post-apocalyptic profession tech trees, workstations and recipes that will provide for a vast amount of options for crafting and building in B42.
changedCrafting Overhaul RecapProvide a way for servers to be able to run indefinitely without the need to wipe or respawn loot.
changedCrafting Overhaul RecapAt present the gameplay loop relies so much on looting the map for items that servers run into problems when most urban locations are looted. These either cause servers to rely on unrealistic loot respawning, or to frequently wipe the server.
changedCrafting Overhaul RecapWe want servers to be able to run well into the ‘Alexandria years’ and for players to experience life much further within the post-apocalypse in an interesting way that feels and plays different to the early chaos.
addedCrafting Overhaul RecapIf it’s been 30 years since the apocalypse, making a new character who is a burger flipper ceases to make much sense.

Evening all, here we all are again. Let’s take a stroll through the development Event zone.

Crafting Overhaul Recap

Now the vast infrastructure overhaul of the crafting systems has been merged and opened up to the rest of the gang, we’ve had a crack team of coders working solidly on implementing the various new post-apocalyptic profession tech trees, workstations and recipes that will provide for a vast amount of options for crafting and building in B42.

As a summary for anyone who isn’t up to date on our overall goals, the crafting overhaul is intended to provide the following things to Zomboid:

Give Zomboid a more feature rich end-game.

At present, long time players of the game often find they run out of objectives once they get a well-stocked and secure safehouse. We want to provide many more objectives a settled survivor can undertake to improve their safehouse, or indeed a community of players.

More things to build. More opportunities to craft. More ways to be creative.

Provide a way for servers to be able to run indefinitely without the need to wipe or respawn loot.

At present the gameplay loop relies so much on looting the map for items that servers run into problems when most urban locations are looted. These either cause servers to rely on unrealistic loot respawning, or to frequently wipe the server.

We want servers to be able to run well into the ‘Alexandria years’ and for players to experience life much further within the post-apocalypse in an interesting way that feels and plays different to the early chaos.

Provide believable post-apocalypse professions that would emerge in a post-technical post-apocalyptic society.

If it’s been 30 years since the apocalypse, making a new character who is a burger flipper ceases to make much sense.

As time ticks by from the initial infection, we will retire pre-apocalypse professions and introduce post-apocalypse professions that mirror pre-modern professions such as blacksmithing, tailoring, butchering and so on. We are also tying these skills into relevant modern day professions where applicable.

Provide more community cooperation in multiplayer (and NPCs in B43 and beyond) with different interacting professions that can contribute to a community – as well as provide much more extensive crafting and building, encouraging trade and other interesting player interactions.

We want to give players more interesting choices of professions and activities to contribute to a survivor community, and allow for players to cut more unique and interesting niches for themselves within a survivor group or community.

Part of this is reshaping how the skill and XP system work to both make individuals less capable of mastering everything, while making their initial potential a lot higher without grinding if they spec into a particular skill heavily.

Simultaneously, meanwhile, we still need to be providing sandbox options to allow solo players to master more skills and professions so as not to cut solo players from all the new content and things to do.

Provide a framework for players who want to focus more on community building and player interactions than zombie survival, so that they can optionally run servers with a more traditional wilderness map based survival game or extensive tech mods.

While zombie apocalypse will always be our core focus for the vanilla game, we want Zomboid to provide a breadth of survival mechanics and content that, especially with mods, make a solid foundation for many other varied survival experiences outside the looting and zombie gameplay.

This

Source

Steam News / 19 October 2023

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